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feat(cursor): remodel the 3D cursors after the new reference sheet - #899

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EtienneLescot merged 10 commits into
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claude/quirky-gauss-v4rel3
Sep 29, 2026
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EtienneLescot merged 10 commits into
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@EtienneLescot

@EtienneLescot EtienneLescot commented Sep 29, 2026 •

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Summary

Remodels the sculpted 3D cursors (mode 15, arrow and hand) of the original themes after the new reference sheet design/cursors/3d-concept.png, and anti-aliases their inner edges. The models live in the three compositor shaders (WGSL for Linux, HLSL for Windows, Metal for macOS), kept in step.

  • Star Sprout: arrow and hand rebuilt after their own reference render (design/cursors/star-sprout/3d-reference.png).
  • Studio Ink: arrow and hand rebuilt as outlined pieces raised on their stroke.
  • Pop Coral: cut paper. Each shape is extruded with a flat top (no rounded cushion, no specular), the navy outline under it, and the coloured layer of the drawing extruded behind, on the arrow and now on the hand too.
  • Prism Glow: no longer modelled. Its faceted drawing is extruded like any sprite (like the default theme), so it has no sculpted model any more (sculpted_shape returns None, and the TS theme drops sculpted).
  • Pixel Candy: redrawn from scratch, 2D and 3D. A 16-row pixel grid (plum outline, light edge, pink body, generated shade) that reads at small and large sizes. scripts/generate-pixel-candy-voxels.mjs writes the 2D sprites, the design sheet and the voxel tables of the three shaders from that one grid, and the 3D model is one layer of matte cubes, one per pixel. Hotspots moved to match.
  • Anti-aliasing: pixels that sit on an inner edge of the model (a material change or a depth jump) take three extra sub-pixel samples. Measured cost is about +25 % on the whole frame at cursor size 14, only on the cursor's edge pixels.

sculpt.rs mirrors the shader constants and model boxes, and its tests check that the voxel tables match across the three shaders. The design docs (design/cursors/*.md, docs/3d-effects-v2.md) describe the new models.

Related issue

None.

Type of change

  • Bug fix
  • Feature
  • Enhancement
  • Documentation
  • Refactor / maintenance
  • Performance
  • Security

Release impact

  • Patch
  • Minor
  • Major / breaking change
  • No release note needed

Desktop impact

  • Windows
  • macOS
  • Linux
  • Installer / packaging
  • Not platform-specific

Screenshots / video

The reference sheet is design/cursors/3d-concept.png and the new Pixel Candy sheet is design/cursors/pixel-candy/source.png. During development the 3D renders came from the wgpu path on lavapipe.

Testing

  • cargo test -p openscreen-compositor --lib --tests (Linux): 417 lib tests and the integration tests pass. This includes the shader-constant and voxel-table mirror tests in sculpt.rs and the sculpted-cursor render test in compositor_linux.rs.
  • The HLSL shader was checked with Slang and the Metal shader with a clang++ shim. Neither has run on a real GPU yet. tests/cursor_model_render.rs only runs on Windows and was updated for the new themes and hotspots.
  • npx tsc --noEmit and npx tsc -p tsconfig.test.json --noEmit pass. npm run lint passes (warnings only, none new).
  • npx vitest --run src/lib/cursor: 59 tests pass. npm run test: 3566 tests pass. 8 electron/ test files do not load locally because the Electron binary was skipped at install. They are unrelated to this change.
  • build.yml succeeded on 1f5b61d (run 114) for Windows, Windows Store, macOS arm64 and x64, and Linux.
  • A manual pass on real Windows and macOS is still needed to confirm the look and the frame cost with the native Direct3D 11 and Metal renderers.

🤖 Generated with Claude Code

https://claude.ai/code/session_019NRvCeDSc9MDhL3yrfQwZK


Generated by Claude Code

Summary by CodeRabbit

  • New Features

    • Updated 3D cursor models with distinct shapes: Pixel Candy uses pixel-art voxels, Studio Ink and Star Sprout use rimmed forms, and Pop Coral uses layered paper-like forms.
    • Improved model edge rendering with additional sampling for smoother results.
  • Updates

    • Prism Glow now uses an extruded version of its existing 2D cursor artwork rather than a dedicated sculpted model.
    • Refined Pixel Candy cursor artwork and hotspot positions.

…ender

Star Sprout's sculpted arrow and hand now keep the navy outline of the 2D
art as a physical rim, as in the new 3D reference
(design/cursors/star-sprout/3d-reference.png). Every piece is a navy tray,
a rounded navy bead along the stroke and a puffy colour cushion inside it.

The arrow and the palm are polygons fitted to the source PNG. The glove
gets navy ridges between its fingers and a mint cuff in its own frame; the
star, now with oval eyes, and its two leaves stand in front of the body.
The model is written in the three shaders, and sculpt.rs gives Star Sprout
its own boxes (the star and the thumb reach past the shared ones) and puts
its hotspot on the rim, like its PNG.

A Linux render test checks that both models keep a navy share around the
body colour and show the yellow star.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019NRvCeDSc9MDhL3yrfQwZK
…w sheet

The new reference sheet (design/cursors/3d-concept.png) keeps the drawn
outline on three themes, so the Star Sprout construction becomes shared:
every piece is a tray and a rounded bead in the outline colour, with a
puffy colour cushion inside.

- Studio Ink: the arrow is a black rim, a raised ivory band and a recessed
  satin black field; the hand is an ivory glove in a black rim.
- Pop Coral: a coral arrow in a navy rim with the yellow layer behind it
  and two yellow click dashes; a yellow glove in a navy rim with two coral
  dashes.

The three arrows share one polygon and the three gloves one construction,
each glove measured on its own drawing (RIM_POLY, RIM_GLOVE). sculpt.rs
gives each rimmed model its own box and its hotspot on the rim. The
crystal now casts the plain Studio Ink shadow instead of Pop Coral's,
which carries the dashes. Prism Glow and Pixel Candy already match the
sheet and are unchanged.

The Linux render test now checks all three rimmed themes: outline colour,
body colour and what they carry in front.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019NRvCeDSc9MDhL3yrfQwZK
The crystal hand was still the old faceted glove (capsule fingers, a long
index). It is now six convex gems on one slab, after 3d-concept.png: an
index column with a cut tip, three fingers side by side, the thumb and a
triangulated palm, the fingers standing over the palm so their crease is
the knuckle line.

Both Prism Glow models are now plane tables (the arrow keeps its exact
cut), written into the three shaders by
scripts/generate-prism-glow-gem.mjs; a test checks the three tables agree.
The crystal glows on its own, facets take deeper cyan, blue and violet
tones from their orientation, and sharp edges light up (s_gem_glint).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019NRvCeDSc9MDhL3yrfQwZK
… after the sheet

The last three sculpted cursors that had not been remodelled from the new
reference sheet (design/cursors/3d-concept.png).

- Pixel Candy: both models are voxel grids drawn after the sheet, with its
  bigger voxels (about 13 rows): a pink face, mint voxels down the lower-left
  edge, pale pink step tops, and a purple ring one voxel wide set a little
  behind the face. The hand gets the sheet's layout: the index, notches
  between the fingers, the thumb, the mint diagonal. The grids live in
  scripts/generate-pixel-candy-voxels.mjs, which writes the tables into the
  three shaders; the shadow uses their outline as rectangles, so the old
  arrow polygon and hand spans are gone.
- Prism Glow arrow: recut like the hand, as convex hulls of hand-placed
  points: a wide girdle, a crown fanning out from one point, a chunkier tail.

sculpt.rs gives every theme its own boxes and mirrors the voxel size; a test
checks the voxel tables agree across the three shaders.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019NRvCeDSc9MDhL3yrfQwZK
…p Coral's hand its coral layer

Prism Glow read as a realistic glass render next to the other themes. It
now follows their approach: the 2D art given volume. The cut gems keep
their shape, shrunk a little inside the navy outline of the drawing (the
tray and bead of the other outlined themes, following the pieces'
outline), and every facet is a flat colour of the drawing chosen by where
it faces (cyan, pale cyan, violet, blue), lit by the shared lamp. The
glass shading and edge glint are gone. The generator also writes the
pieces' outline and the stroke, the hotspot sits on the stroke's edge like
the other outlined themes, and the shadow comes from that outline.

Pop Coral's hand gets the coral layer of its drawing, the glove shifted
down-left behind the tray, like the arrow's yellow layer. The glove is
evaluated in a two-pass loop rather than called twice, so FXC keeps one
copy, and the layer is skipped above the glove's own tray.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019NRvCeDSc9MDhL3yrfQwZK
The silhouette of a modelled cursor was already anti-aliased by the ray
march, but every inner edge (outline against body, facet against facet,
voxel seams, tight bevels) was shaded from one ray per pixel and stepped.

After the first hit, four probes half a pixel away in the tangent plane
look for a change of material or a surface leaving the plane. Where they
find one, three more rays are marched through the pixel and shaded with
the first ray's occlusion and shadows; the pixel is their average. Every
sample goes through one STAGE_SHADE, so model_shade keeps a single call
site (FXC copies each call). On a large cursor this costs about half the
cursor's previous cost in the software renderer, and nothing elsewhere.

The rimmed-model test counts clean outline pixels, which blended edges no
longer are: Pop Coral's hand threshold drops from 0.2 to 0.18.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019NRvCeDSc9MDhL3yrfQwZK
Prism Glow reads best as it is drawn: in 3D its arrow and hand are now
the faceted 2D art extruded with a beveled edge, like the very first 3D
cursors and the default art, rather than a sculpted gem.

The app no longer names a Prism Glow model; sculpt.rs keeps the theme's
id slot but returns no shape for it (an old project that still names it
falls back to the extrusion), and the gem code, its tables and its
generator script are gone. The sculpted-theme lists in the tests skip it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019NRvCeDSc9MDhL3yrfQwZK
Pop Coral's drawing is cut paper, but its 3D models were puffy cushions
in a rounded, glossy bead. Its pieces are now flat-topped sheets with a
barely broken edge: a navy sheet under the widened silhouette, the coral
(arrow) or yellow (hand) sheet on it, cut by the grooves between the
fingers so the navy shows there, the offset yellow or coral sheet lower
behind, and flat click dashes. The paper is matte, with no specular.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019NRvCeDSc9MDhL3yrfQwZK
The Pixel Candy arrow and hand start over: a 16-row pixel grid with a dark
plum outline, a light edge, a pink body and a generated shade, drawn so it
reads both at small cursor sizes and large ones. The generator writes the
2D sprites, the design sheet and the voxel tables of the three shaders from
that one grid, and the 3D model is one layer of matte cubes, one per pixel.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019NRvCeDSc9MDhL3yrfQwZK
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📒 Files selected for processing (4)
  • design/cursors/3d-direction.md
  • design/cursors/README.md
  • design/cursors/requirements.md
  • docs/3d-effects-v2.md
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📝 Walkthrough

Walkthrough

The PR revises sculpted cursor models, moves Prism Glow to sprite extrusion, and adds a Pixel Candy voxel generator. The Metal and WGSL renderers gain edge detection and conditional subpixel sampling, with averaged model output composited with existing shadows.

Changes

Sculpted cursor models

Layer / File(s) Summary
Model assignments and Pixel Candy data
crates/compositor/src/sculpt.rs, scripts/generate-pixel-candy-voxels.mjs, scripts/generate-original-cursor-themes.mjs, src/lib/cursor/cursorThemes.ts, src/lib/cursor/cursorThemes.test.ts, design/cursors/*, docs/3d-effects-v2.md
Theme metadata and CPU model selection distinguish sculpted models from extruded sprites. The new generator creates Pixel Candy cursor images and shader tables from pixel grids. Tests compare the generated tables across shader languages. Design and rendering documentation describes the revised models and generator.
Sculpt geometry and materials
crates/compositor/src/shaders.metal, crates/compositor/src/vk_shaders/layer.wgsl, crates/compositor/src/compositor_linux.rs, crates/compositor/tests/cursor_model_render.rs
The shaders replace the prior sculpted forms with rimmed, layered, and voxel geometry. Pixel Candy masks provide its outline and colors, and sculpted themes use updated materials and lighting. Compositor tests check the outline, body, and ornament proportions.
Multi-sample rendering and compositing
crates/compositor/src/shaders.metal, crates/compositor/src/vk_shaders/layer.wgsl, docs/3d-effects-v2.md
The cursor-model renderers detect edges and conditionally trace additional subpixel rays. They average shaded sample color and alpha, then combine existing plane and contact shadows with the model output.

Priority: ➖ Normal

Estimated code review effort: 4 (Complex) | ~50 minutes

Change: Feature

Sequence Diagram(s)

sequenceDiagram
  participant ThemeMetadata
  participant sculpted_shape
  participant cursor_model
  participant ModelShading
  participant Compositor
  ThemeMetadata->>sculpted_shape: select theme and cursor state
  sculpted_shape->>cursor_model: provide model shape and bounds
  cursor_model->>cursor_model: march primary ray and detect edge differences
  cursor_model->>ModelShading: shade covered primary and subpixel samples
  ModelShading-->>cursor_model: return sample color and alpha
  cursor_model->>Compositor: provide averaged model color and alpha
  Compositor->>Compositor: composite plane and contact shadows
Loading

Merge Risk: 🔵 Low · up to 1f5b6

Prism Glow cursors are now extruded from their sprites instead of sculpted, and the other themes get rebuilt 3D models with smoother edges. The only known problem is design documentation that still describes Prism Glow as sculpted. The change is mergeable once that text is corrected. Manual checks on real Windows and macOS are still advisable.

Security Architecture Review

Security architecture risk: 🔵 Low · up to 1f5b6

No expanded access or privilege boundary was identified. Interrupted asset generation can leave partially updated files; whether this could affect an automated release remains unconfirmed.

Retained concerns
No architecture-level concerns identified.

Security review details

Security Blast Radius

  • inferred — The generator's established write scope is cursor assets, a design image, and compositor shader sources in the local repository. Its checked inputs and destinations are fixed; no external-input or runtime-authority path was identified. Automatic release invocation was not established.

Trust Boundaries and Controls

  • observed — Native sculpt selection accepts only recognized, non-extruded themes and arrow or pointer states. Unsupported identifiers return no sculpted shape before reaching model-box selection, preserving the existing fallback boundary.

Resilience and Maintainability Implications

  • observed — The sculpt tests compare generated Pixel Candy tables across WGSL, HLSL, and Metal and check color-mask containment and non-overlap. These checks support cross-platform consistency but do not provide transactional generation or interrupted-write recovery; test execution was not part of this assessment.
🚥 Pre-merge checks | ✅ 5
✅ Passed checks (5 passed)
Check name Status Explanation
Title check ✅ Passed The title clearly and concisely describes the main change: remodeling the 3D cursors based on the new reference sheet.
Description check ✅ Passed The description includes all required template sections and provides detailed scope, platform impact, screenshots, testing results, and known validation limits.
Docstring Coverage ✅ Passed Docstring coverage is 80.95% which is sufficient. The required threshold is 80.00%. Docstring coverage is scoped to functions touched by this diff. Analyzed 21 functions across 7 files. (6 skipped: 6 …
Linked Issues check ✅ Passed Check skipped because no linked issues were found for this pull request.
Out of Scope Changes check ✅ Passed Check skipped because no linked issues were found for this pull request.
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Actionable comments posted: 1


  • 🪄 Fix CodeRabbit comments on this PR
🤖 Prompt to fix review comments
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Inline comments:
Review comments at @design/cursors/requirements.md:
- Line 31: Update the acceptance list to describe Prism Glow’s faceted drawing
as beveled extrusion, not a sculpted volume; clarify that it has no sculpted
model and that only eight models are sculpted, consistent with sculpted_shape.
Update the corresponding model-count wording in the 3D direction reference and
remove the claim that every theme’s arrow and hand is sculpted in the cursor
README.

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⛔ Files ignored due to path filters (6)
  • crates/compositor/src/shaders.hlsl is excluded by !**/*.hlsl
  • design/cursors/3d-concept.png is excluded by !**/*.png
  • design/cursors/pixel-candy/source.png is excluded by !**/*.png
  • design/cursors/star-sprout/3d-reference.png is excluded by !**/*.png
  • public/cursors/pixel-candy/arrow.png is excluded by !**/*.png
  • public/cursors/pixel-candy/pointer.png is excluded by !**/*.png
📒 Files selected for processing (13)
  • crates/compositor/src/compositor_linux.rs
  • crates/compositor/src/sculpt.rs
  • crates/compositor/src/shaders.metal
  • crates/compositor/src/vk_shaders/layer.wgsl
  • crates/compositor/tests/cursor_model_render.rs
  • design/cursors/3d-direction.md
  • design/cursors/README.md
  • design/cursors/requirements.md
  • docs/3d-effects-v2.md
  • scripts/generate-original-cursor-themes.mjs
  • scripts/generate-pixel-candy-voxels.mjs
  • src/lib/cursor/cursorThemes.test.ts
  • src/lib/cursor/cursorThemes.ts

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Comment thread design/cursors/requirements.md Outdated
The acceptance list, the 3D direction, the cursor README and the 3D
effects doc still counted ten sculpted models and listed cut crystal
facets. Prism Glow now has no model: its drawing is extruded like any
sprite, so eight models are sculpted, for four themes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019NRvCeDSc9MDhL3yrfQwZK
@EtienneLescot
EtienneLescot merged commit 54bfe31 into main Sep 29, 2026
19 of 21 checks passed
@EtienneLescot
EtienneLescot deleted the claude/quirky-gauss-v4rel3 branch September 29, 2026 22:48
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